Author Topic: Hand's viewmodel  (Read 476 times)

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bitterman

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Hand's viewmodel
« on: May 06, 2018, 02:29:54 AM »
At last a nice looking hand's model (up right corner).

It includes 1842 triangles and this is overkill I think.

Quote
The following numbers are rough guidelines based on the numbers taken from the Quake 4 models. These numbers had been generated by importing different models and using the modelling software to list the amount of triangles.

    1st Person Weapon Total: 2000 - 2800
        Both Arms: 1300

Looking at UT3 I think "Perhaps this is a good solution when player see a only a weapon without hands, parts of body etc." (because it's easy for animation and modeling).
« Last Edit: May 06, 2018, 06:25:29 AM by bitterman »

The Happy Friar

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Re: Hand's viewmodel
« Reply #1 on: May 06, 2018, 06:50:31 PM »
Well, with D3 it's really meant to have less poly detail & more texture detail, that might be a little bit overkill.  :)  But, make a separate shadow mesh & it might not matter much on newer systems.

bitterman

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Re: Hand's viewmodel
« Reply #2 on: May 07, 2018, 02:09:38 AM »
I never been heard about "shadow mesh". Perhaps you mean "collision model" (if viewmodel can collide with world)?

But hands material in weapons.mtr includes "noshadows" and "noselfshadow". Is this is not enough?

Thanks.

Snehk

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Re: Hand's viewmodel
« Reply #3 on: May 07, 2018, 11:35:23 AM »
Open this site and scroll down to last paragraph. You will find detailed explanation of what shadow mesh is, how it works and how to make one.

The Dark Mod Wiki

TLDR version:

Shadow mesh is a greatly simplified version of your model. As name implies, it is used for shadow calculations. To make one, apply material named: textures/common/shadow or textures/common/shadow2 to your simplified model, and hide it within the complex model.
« Last Edit: May 07, 2018, 11:38:20 AM by Snehk »

The Happy Friar

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Re: Hand's viewmodel
« Reply #4 on: May 07, 2018, 08:57:17 PM »
I never been heard about "shadow mesh". Perhaps you mean "collision model" (if viewmodel can collide with world)?
But hands material in weapons.mtr includes "noshadows" and "noselfshadow". Is this is not enough?
Thanks.

You are correct, hands/vwep's don't need a shadow mesh because they're just in the players view.  It would be the 3rd person models.  A mis-thinking on my part.

bitterman

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Re: Hand's viewmodel
« Reply #5 on: May 07, 2018, 10:04:25 PM »
A very useful info. Thanks, guys!

As for models in PVS - they definitely interact with light (when player moves towards lights, normal maps etc). Not sure if they can take decals.


*************** upd ************

Yes, now I see.
« Last Edit: May 08, 2018, 06:30:46 AM by bitterman »

bitterman

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Re: Hand's viewmodel
« Reply #6 on: May 09, 2018, 01:03:15 PM »
It's works.

Is collision mesh works same way?

The Happy Friar

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Re: Hand's viewmodel
« Reply #7 on: May 09, 2018, 01:52:13 PM »
Yes.  Should work the same way.  i'd suggest looking @ some of the other collision models for md5's just to be sure.

bitterman

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Re: Hand's viewmodel
« Reply #8 on: May 18, 2018, 05:00:03 AM »
Down to 1000 tris but don't like how it looks now.

Btw as I see textures/common/collision - it's only for ase/lwo and uses only on few objects in game.

How about collision model for md5?

The Happy Friar

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Re: Hand's viewmodel
« Reply #9 on: May 19, 2018, 10:02:58 PM »
Got any comparison images of the high poly vs low poly?

bitterman

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Re: Hand's viewmodel
« Reply #10 on: May 21, 2018, 10:35:13 AM »
Sure.
« Last Edit: May 21, 2018, 10:37:14 AM by bitterman »

motorsep

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Re: Hand's viewmodel
« Reply #11 on: May 21, 2018, 11:11:15 AM »
If you use Doom 3 fork with soft shadows (shadowmapping), polycount shouldn't matter. It only matters when you use stencil shadows.

bitterman

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Re: Hand's viewmodel
« Reply #12 on: June 03, 2018, 12:58:27 PM »
Still 1800 and textures from cgtextures.
« Last Edit: June 03, 2018, 01:00:50 PM by bitterman »

bitterman

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Re: Hand's viewmodel
« Reply #13 on: June 12, 2018, 03:52:35 AM »
4046 tris vs 2800 recommended for Q4, but looks nice for me.

Both hands (1800+1800) and pistol (446).
« Last Edit: June 12, 2018, 04:09:13 AM by bitterman »

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Re: Hand's viewmodel
« Reply #14 on: June 12, 2018, 12:35:30 PM »
In Q4 I think Raven removed polys you never see to reduce the poly count.  Not sure if there's an easy way to do this or not.